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How can I limit my fps in dxvk to stay smooth in windows

dxvkclosed questionwindows
doitsujin/dxvk#5374 · opened 2025-12-09 by darkluisinho12 · updated 2025-12-10 · 7 comments · github
Ddarkluisinho12 2025-12-09 github

I'd like to know how to limit the frame rate, because I can't get the game to run smoothly; it seems to have a lot of frame skipping or minor stutters using DXVK.

BBlisto91 2025-12-09 github

If you make a file called dxvk.conf (not dxvk.conf.txt if file extensions aren't showing), usually next to the games exe, then you can insert either e.g. dxgi.maxFrameRate = 60 for usage with dx10-dx11 games or d3d9.maxFrameRate = 60 for usage with dx8-dx9 games. That would be the easiest way.
Configs and config files can also be managed via environment variables, but that is a bit more fiddly on Windows. See the Debugging section in the readme for info on that

Ddarkluisinho12 2025-12-09 github

Okay, thank you. One question: I play on a laptop with an Nvidia 4060, and when I don't limit the FPS, the game appears in the Riva overlay with a good frame time, but inside the game it feels like there's frame skipping and mini stuttering, especially when moving the camera. It's not smooth at all. Any ideas about this? I noticed this in Assassin's Creed Origins and Odyssey.

BBlisto91 2025-12-09 github

Does it improve once you've been to an area once or does it always happen?
If the latter you could try and see if dxvk.allowFse = True in the config makes a difference.

Ddarkluisinho12 2025-12-09 github

It's not a shader comp, it's like a frame skip, it's strange, and always happen when I move the camera , just doesn't fell smooth
Cause of that I never can play a game with dxvk with more than 60 fps
I use the dxvk 2.7 the last version and without modifications

Ddarkluisinho12 2025-12-09 github

And the dxvk.allowfse = True do not change anything.
And its normal to not pass of 90% gpu usage? Thats what is showing in afterburner

Ddoitsujin maintainer 2025-12-09 github

Known issue, it's an unfixable mess on Windows and if VRR doesn't work on your setup then you're extra screwed. RTSS doesn't show frame pacing, it shows the interval at which Present is called. Unfortunately, calling Present has absolutely nothing to do with when the image actually gets displayed on screen.

So yeah tldr you can't and you're probably better off sticking to native D3D.

And its normal to not pass of 90% gpu usage?

If you're CPU-limited then yes.

Ddarkluisinho12 2025-12-09 github

I managed to find the problem; it was between using hybrid and discreet modes on the Nvidia GPU. When I switched to discreet mode, it became fluid and normal, although it seemed to have some stuttering every 5 seconds. However, it was already using 99% of the GPU and remained smooth without FPS limiting.

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